2021-02-05 20:58:58 -06:00
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-- pls set tabs to width of 4 spaces
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class = require "lib/middleclass"
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wind = require "lib/windfield"
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stalker = require "lib/STALKER-X"
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mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4
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2021-02-06 11:35:27 -06:00
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startSwordLength = 40; startKnifeLength = 10
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2021-02-05 20:58:58 -06:00
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2021-02-06 00:50:51 -06:00
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world = wind.newWorld(0, 0, true)
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2021-02-05 20:58:58 -06:00
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-- GAME STATES
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--------------------------------------------------------------------------------
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-- LOVE
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----------------------------------------
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function love.load ()
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math.randomseed(os.time())
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love.graphics.setDefaultFilter("nearest", "nearest")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none")
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r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none")
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camera = stalker()
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2021-02-06 00:50:51 -06:00
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mainmenu_load()
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2021-02-05 20:58:58 -06:00
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end
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function love.update(dt)
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if(mode == mainmenu) then mainmenu_update(dt)
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elseif(mode == game) then game_update(dt)
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elseif(mode == gameover) then gameover_update(dt)
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elseif(mode == youwin) then youwin_update(dt)
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elseif(mode == pause) then pause_update(dt)
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end
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camera:update(dt)
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end
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function love.draw()
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camera:attach()
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if(mode == mainmenu) then mainmenu_draw()
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elseif(mode == game) then game_draw()
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elseif(mode == gameover) then gameover_draw()
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elseif(mode == youwin) then youwin_draw()
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elseif(mode == pause) then pause_draw()
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end
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camera:detach()
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camera:draw()
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end
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function love.resize()
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camera = stalker()
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end
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function love.keypressed(key)
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if(mode == mainmenu) then mainmenu_keypressed(key)
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elseif(mode == game) then game_keypressed(key)
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elseif(mode == gameover) then gameover_keypressed(key)
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elseif(mode == youwin) then youwin_keypressed(key)
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elseif(mode == pause) then pause_keypressed(key)
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end
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end
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function love.keyreleased (key)
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if(mode == mainmenu) then mainmenu_keyreleased(key)
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elseif(mode == game) then game_keyreleased(key)
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elseif(mode == gameover) then gameover_keyreleased(key)
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elseif(mode == youwin) then youwin_keyreleased(key)
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elseif(mode == pause) then pause_keyreleased(key)
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end
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end
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-- MENU STATE
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----------------------------------------
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function mainmenu_load ()
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mode = mainmenu
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selection = 1
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if(bgm) then
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bgm:stop()
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end
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-- bgm = love.audio.newSource("art/music/default.mp3", "static")
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-- bgm:play()
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-- bgm:setLooping(true)
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-- bgm:setVolume(1.5)
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frontMenu = nil
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frontMenu_init()
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camera = stalker()
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end
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function mainmenu_update(dt)
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end
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function mainmenu_draw ()
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2021-02-06 00:50:51 -06:00
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frontMenu:draw()
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end
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function mainmenu_keypressed(key)
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2021-02-06 00:50:51 -06:00
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frontMenu:keypressed(key)
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2021-02-05 20:58:58 -06:00
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end
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function mainmenu_keyreleased(key)
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2021-02-06 00:50:51 -06:00
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frontMenu:keyreleased(key)
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2021-02-05 20:58:58 -06:00
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end
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function frontMenu_init()
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frontMenu = Menu:new(100, 100, 30, 50, 3, {
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2021-02-06 00:50:51 -06:00
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{love.graphics.newText(a_ttf, "Local"),
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function () game_load() end},
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2021-02-05 20:58:58 -06:00
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{love.graphics.newText(a_ttf, "Quit"),
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function () love.event.quit(0) end }})
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mapMenu = nil
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end
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-- PAUSE STATE
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----------------------------------------
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function pause_load()
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if(bgm) then
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bgm:stop()
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end
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mode = pause
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end
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function pause_update(dt)
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end
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function pause_draw ()
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game_draw()
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camera:detach()
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love.graphics.draw(love.graphics.newText(r_ttf,
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"paused\n[enter to continue]\n[escape to exit]"), 200, 200, 0, 3, 3)
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camera:attach()
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end
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function pause_keypressed(key)
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if (key == "return") then
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if(bgm) then
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bgm:play()
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end
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mode = game
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elseif (key == "escape") then
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mainmenu_load()
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end
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end
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function pause_keyreleased(key)
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end
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-- GAMEOVER STATE
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----------------------------------------
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function gameover_load ()
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mode = gameover
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end
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function gameover_update(dt)
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end
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function gameover_draw ()
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game_draw()
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camera:detach()
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love.graphics.draw(love.graphics.newText(r_ttf,
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"nice try!\n[enter to restart]\n[escape to exit]"), 200, 200, 0, 3, 3)
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camera:attach()
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end
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function gameover_keypressed(key)
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if (key == "return" or key == "space") then
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camera:fade(.2, {0,0,0,1}, function() game_load() end)
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elseif (key == "escape") then
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mainmenu_load()
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end
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end
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function gameover_keyreleased(key)
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end
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-- GAME STATE
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----------------------------------------
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2021-02-06 00:50:51 -06:00
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function game_load()
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2021-02-05 20:58:58 -06:00
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mode = game
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world:destroy()
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2021-02-06 00:50:51 -06:00
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world = wind.newWorld(0, 0, true)
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2021-02-05 20:58:58 -06:00
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world:addCollisionClass('Fighter')
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2021-02-06 00:50:51 -06:00
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world:addCollisionClass('Shield')
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world:addCollisionClass('Sword')
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2021-02-05 20:58:58 -06:00
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2021-02-06 11:35:27 -06:00
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localPlayers = {}
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localPlayers[1] = LocalPlayer:new(300, 300, keymaps[1])
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localPlayers[2] = LocalPlayer:new(350, 350, keymaps[2])
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localFighters = localPlayers
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fighters = localFighters
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2021-02-05 20:58:58 -06:00
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camera:fade(.2, {0,0,0,0})
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camera:setFollowLerp(0.1)
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2021-02-06 00:50:51 -06:00
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camera:setFollowStyle('TOPDOWN')
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camera.scale = 2
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2021-02-05 20:58:58 -06:00
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-- bgm:stop()
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-- bgm = love.audio.newSource("art/music/game.ogg", "static")
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-- bgm:play()
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end
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function game_update(dt)
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world:update(dt)
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2021-02-06 11:35:27 -06:00
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for i, fighter in pairs(fighters) do
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fighter:update(dt)
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end
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-- local x, y = player.body:getPosition()
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2021-02-06 00:50:51 -06:00
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-- camera:follow(x, y)
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2021-02-05 20:58:58 -06:00
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end
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function game_draw ()
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world:draw()
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2021-02-06 11:35:27 -06:00
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for i, fighter in pairs(fighters) do
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fighter:draw()
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end
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2021-02-05 20:58:58 -06:00
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end
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function game_keypressed(key)
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2021-02-06 11:35:27 -06:00
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local dir = localFighters[1].directionals
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2021-02-05 20:58:58 -06:00
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-- if a player presses the left key, then holds the right key, they should
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-- go right until they let go, then they should go left.
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2021-02-06 11:35:27 -06:00
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if (key == "=" and camera.scale < 10) then
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2021-02-05 20:58:58 -06:00
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camera.scale = camera.scale + .5
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elseif (key == "-" and camera.scale > .5) then
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camera.scale = camera.scale - .5
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elseif (key == "escape") then
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pause_load()
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2021-02-06 11:35:27 -06:00
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else
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for i, player in pairs(localPlayers) do
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player:keypressed(key)
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end
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2021-02-05 20:58:58 -06:00
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end
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end
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function game_keyreleased (key)
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2021-02-06 11:35:27 -06:00
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for i, player in pairs(localPlayers) do
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player:keyreleased(key)
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2021-02-05 20:58:58 -06:00
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end
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end
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-- CLASSES
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--------------------------------------------------------------------------------
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2021-02-06 00:50:51 -06:00
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-- Fighter player class
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2021-02-05 20:58:58 -06:00
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----------------------------------------
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Fighter = class('Fighter')
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2021-02-06 11:35:27 -06:00
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function Fighter:initialize(x, y, character, swordType, swordSide)
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self.swordType = swordType or 'normal'
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self.swordSide = swordSide or 'top'
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self.character = character or "jellyfish-lion.png"
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2021-02-05 20:58:58 -06:00
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self.directionals = {}
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2021-02-06 11:35:27 -06:00
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self.deadPieces = {}
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2021-02-06 00:50:51 -06:00
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self.sprite = love.graphics.newImage("art/sprites/" .. self.character)
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2021-02-06 11:35:27 -06:00
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self:initBody(x, y)
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self:initSword()
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self:initShield()
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end
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function Fighter:update(dt)
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local dir = self.directionals
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self:movement()
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self:glueSwordAndShield()
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if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end
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if (dir['right'] == 2 and dir['left'] == 0) then dir['right'] = 1; end
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end
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function Fighter:draw ()
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local x,y = self.body:getWorldPoints(self.body.shape:getPoints())
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love.graphics.draw(self.sprite, x, y, self.body:getAngle(), 1, 1)
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end
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function Fighter:movement ()
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end
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function Fighter:initBody(x, y)
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2021-02-05 20:58:58 -06:00
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self.body = world:newRectangleCollider(x, y, 16, 16);
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self.body:setCollisionClass('Fighter')
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self.body:setObject(self)
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2021-02-06 00:50:51 -06:00
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self.body:setAngularDamping(2)
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self.body:setLinearDamping(.5)
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self.body:setPostSolve(self.makePostSolve())
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2021-02-06 11:35:27 -06:00
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end
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2021-02-06 00:50:51 -06:00
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2021-02-06 11:35:27 -06:00
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function Fighter:initShield()
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self.shield = world:newRectangleCollider(0, 0, 20, 5);
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2021-02-06 00:50:51 -06:00
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self.shield:setCollisionClass('Shield')
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self.shield:setObject(self)
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2021-02-06 11:35:27 -06:00
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end
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function Fighter:initSword()
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self.swordLength = startSwordLength
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2021-02-06 00:50:51 -06:00
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if (self.swordType == 'normal') then
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2021-02-06 11:35:27 -06:00
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self.sword = world:newRectangleCollider(0, 0, 3, self.swordLength);
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2021-02-06 00:50:51 -06:00
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else
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2021-02-06 11:35:27 -06:00
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self.sword = world:newRectangleCollider(0, 0, 3, startKnifeLength);
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2021-02-06 00:50:51 -06:00
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end
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self.sword:setCollisionClass('Sword')
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self.sword:setObject(self)
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2021-02-06 11:35:27 -06:00
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self.sword:setPostSolve(self:makeSwordPostSolve())
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end
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function Fighter:glueSwordAndShield ()
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local x, y = self.body:getPosition()
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local angle = self.body:getAngle()
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self.shield:setAngle(angle)
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self.shield:setPosition(x - (math.sin(angle) * 16),
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y + (math.cos(angle) * 16))
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if (self.swordType == 'normal') then
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local offset = self.swordLength - 10
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * offset),
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y - (math.cos(angle) * offset))
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elseif (self.swordType == 'knife') then
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local offset = self.swordLength * 2
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset),
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y - (math.cos(angle) * 1.5 * offset))
|
|
|
|
end
|
2021-02-05 20:58:58 -06:00
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-06 00:50:51 -06:00
|
|
|
function Fighter:makePostSolve()
|
|
|
|
return function(col1, col2, contact)
|
|
|
|
if (col1.collision_class == "Fighter"
|
|
|
|
and col2.collision_class == "Sword")
|
|
|
|
then
|
2021-02-06 11:35:27 -06:00
|
|
|
-- print(col2.shape)
|
|
|
|
-- print("THEY DEEED, dude")
|
2021-02-06 00:50:51 -06:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2021-02-05 20:58:58 -06:00
|
|
|
|
2021-02-06 00:50:51 -06:00
|
|
|
function Fighter:makeSwordPostSolve()
|
|
|
|
return function(col1, col2, contact)
|
|
|
|
if (col1.collision_class == "Sword"
|
|
|
|
and col2.collision_class == "Shield")
|
|
|
|
then
|
2021-02-06 11:35:27 -06:00
|
|
|
-- print("SWORD CLASH!!!!")
|
2021-02-06 00:50:51 -06:00
|
|
|
end
|
2021-02-05 20:58:58 -06:00
|
|
|
end
|
2021-02-06 00:50:51 -06:00
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-06 11:35:27 -06:00
|
|
|
-- LocalPlayer for local players (ofc)
|
|
|
|
----------------------------------------
|
|
|
|
LocalPlayer = class("LocalPlayer", Fighter)
|
2021-02-05 20:58:58 -06:00
|
|
|
|
2021-02-06 11:35:27 -06:00
|
|
|
function LocalPlayer:initialize(x, y, keymap, character, swordType, swordSide)
|
|
|
|
self.keymap = keymap or keymaps[1]
|
|
|
|
Fighter.initialize(self, x, y, character, swordType, swordSide)
|
2021-02-06 00:50:51 -06:00
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-06 11:35:27 -06:00
|
|
|
function LocalPlayer:movement ()
|
2021-02-06 00:50:51 -06:00
|
|
|
local x, y = self.body:getPosition()
|
2021-02-05 20:58:58 -06:00
|
|
|
local dir = self.directionals
|
2021-02-06 00:50:51 -06:00
|
|
|
local angle = self.body:getAngle()
|
2021-02-05 20:58:58 -06:00
|
|
|
|
|
|
|
if (dir['left'] == 1) then
|
2021-02-06 00:50:51 -06:00
|
|
|
self.body:applyAngularImpulse(-.5, 1)
|
2021-02-05 20:58:58 -06:00
|
|
|
elseif (dir['right'] == 1) then
|
2021-02-06 00:50:51 -06:00
|
|
|
self.body:applyAngularImpulse(.5, 1)
|
2021-02-05 20:58:58 -06:00
|
|
|
end
|
|
|
|
|
2021-02-06 00:50:51 -06:00
|
|
|
if (dir['up'] == 1) then
|
|
|
|
self.body:applyLinearImpulse(math.sin(angle) * 0.5, math.cos(angle) * -0.5)
|
|
|
|
elseif (dir['down'] == 1) then
|
|
|
|
self.body:setAngle(angle - (math.pi * .70))
|
|
|
|
self.body:applyAngularImpulse(-45, 1)
|
|
|
|
dir['down'] = 0
|
2021-02-05 20:58:58 -06:00
|
|
|
end
|
2021-02-06 11:35:27 -06:00
|
|
|
end
|
2021-02-05 20:58:58 -06:00
|
|
|
|
2021-02-06 00:50:51 -06:00
|
|
|
|
2021-02-06 11:35:27 -06:00
|
|
|
function LocalPlayer:keypressed(key)
|
|
|
|
local dir = self.directionals
|
|
|
|
|
|
|
|
if (key == self.keymap["right"]) then
|
|
|
|
dir['right'] = 1
|
|
|
|
if (dir['left'] == 1) then dir['left'] = 2; end
|
|
|
|
|
|
|
|
elseif (key == self.keymap["left"]) then
|
|
|
|
dir['left'] = 1
|
|
|
|
if (dir['right'] == 1) then dir['right'] = 2; end
|
|
|
|
|
|
|
|
elseif (key == self.keymap["accel"]) then
|
|
|
|
dir['up'] = 1
|
|
|
|
if (dir['down'] == 1) then dir['down'] = 2; end
|
|
|
|
|
|
|
|
elseif (key == self.keymap["flip"]) then
|
|
|
|
dir['down'] = 1
|
|
|
|
if (dir['up'] == 1) then dir['up'] = 2; end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function LocalPlayer:keyreleased(key)
|
|
|
|
local dir = self.directionals
|
|
|
|
|
|
|
|
if (key == self.keymap["right"]) then
|
|
|
|
dir['right'] = 0
|
|
|
|
|
|
|
|
elseif (key == self.keymap["left"]) then
|
|
|
|
dir['left'] = 0
|
|
|
|
|
|
|
|
elseif (key == self.keymap["accel"]) then
|
|
|
|
dir['up'] = 0
|
|
|
|
|
|
|
|
elseif (key == self.keymap["flip"]) then
|
|
|
|
dir['down'] = 0
|
2021-02-06 00:50:51 -06:00
|
|
|
end
|
2021-02-05 20:58:58 -06:00
|
|
|
end
|
|
|
|
|
2021-02-06 11:35:27 -06:00
|
|
|
-- LocalBot andddd for bots too
|
|
|
|
----------------------------------------
|
|
|
|
LocalBot = class("LocalBot", Fighter)
|
|
|
|
|
|
|
|
function LocalBot:initialize(x, y, character, swordType, swordSide)
|
|
|
|
Fighter.initialize(self, x, y, character, swordType, swordSide)
|
|
|
|
end
|
|
|
|
|
2021-02-05 20:58:58 -06:00
|
|
|
|
|
|
|
-- MENU used for creating menus (lol)
|
|
|
|
----------------------------------------
|
|
|
|
Menu = class("Menu")
|
|
|
|
|
|
|
|
function Menu:initialize(x, y, offset_x, offset_y, scale, menuItems)
|
|
|
|
self.x,self.y = x,y
|
|
|
|
self.offset_x,self.offset_y = offset_x,offset_y
|
|
|
|
self.options = menuItems
|
|
|
|
self.selected = 1
|
|
|
|
self.scale = scale
|
|
|
|
|
|
|
|
self.keys = {}
|
|
|
|
self.keys['up'] = false
|
|
|
|
self.keys['down'] = false
|
|
|
|
self.keys['enter'] = false
|
|
|
|
|
|
|
|
self.ttf = r_ttf
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Menu:draw ()
|
|
|
|
for i=1,table.maxn(self.options) do
|
|
|
|
local this_y = self.y + (self.offset_y * i)
|
|
|
|
|
|
|
|
love.graphics.draw(self.options[i][1],
|
|
|
|
self.x, this_y, 0, self.scale, self.scale)
|
|
|
|
if (i == self.selected) then
|
|
|
|
love.graphics.draw(love.graphics.newText(self.ttf, ">>"),
|
|
|
|
self.x - self.offset_x, this_y, 0, self.scale, self.scale)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Menu:keypressed(key)
|
|
|
|
maxn = table.maxn(self.options)
|
|
|
|
|
|
|
|
if (key == "return" or key == "space") then
|
|
|
|
self.keys['enter'] = true
|
|
|
|
if(self.options[self.selected][2]) then
|
|
|
|
self.options[self.selected][2]()
|
|
|
|
end
|
|
|
|
|
|
|
|
elseif (key == "up" and self.selected > 1
|
|
|
|
and self.keys['up'] == false) then
|
|
|
|
self.keys['up'] = true
|
|
|
|
self.selected = self.selected - 1
|
|
|
|
elseif (key == "up" and self.keys['up'] == false) then
|
|
|
|
self.keys['up'] = true
|
|
|
|
self.selected = maxn
|
|
|
|
|
|
|
|
elseif (key == "down" and self.selected < maxn
|
|
|
|
and self.keys['down'] == false) then
|
|
|
|
self.keys['down'] = true
|
|
|
|
self.selected = self.selected + 1
|
|
|
|
elseif (key == "down" and self.keys['down'] == false) then
|
|
|
|
self.keys['down'] = true
|
|
|
|
self.selected = 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Menu:keyreleased(key)
|
|
|
|
if (key == "return" or key == "space") then
|
|
|
|
self.keys['enter'] = false
|
|
|
|
elseif (key == "up") then
|
|
|
|
self.keys['up'] = false
|
|
|
|
elseif (key == "down") then
|
|
|
|
self.keys['down'] = false
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
2021-02-06 00:50:51 -06:00
|
|
|
-- UTIL
|
|
|
|
--------------------------------------------------------------------------------
|
2021-02-05 20:58:58 -06:00
|
|
|
function split(inputString, seperator)
|
|
|
|
local newString = {}
|
|
|
|
for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do
|
|
|
|
table.insert(newString, stringBit)
|
|
|
|
end
|
|
|
|
return newString
|
|
|
|
end
|
2021-02-06 00:50:51 -06:00
|
|
|
|
|
|
|
|
|
|
|
-- MISC DATA
|
|
|
|
--------------------------------------------------------------------------------
|
2021-02-06 11:35:27 -06:00
|
|
|
-- CHARACTERS
|
|
|
|
------------------------------------------
|
2021-02-06 00:50:51 -06:00
|
|
|
characters = {}
|
|
|
|
characters["jellyfish-lion.png"] = {"Lion Jellyfish", "hey, hey. you know whats shocking?", "rapidpunches", "CC-BY-SA 4.0"}
|
|
|
|
characters["jellyfish-n.png"] = {"Jellyfish N", "(electricity)", "rapidpunches", "CC-BY-SA 4.0"}
|
|
|
|
|
2021-02-06 11:35:27 -06:00
|
|
|
-- LOCAL KEYMAPS
|
|
|
|
------------------------------------------
|
|
|
|
keymaps = {}
|
|
|
|
keymaps[1] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"}
|
|
|
|
keymaps[2] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}
|